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 Post subject: Storm4dm1 BETA 2!!!
PostPosted: Tue Nov 29, 2005 8:07 pm 
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Here we go!

changelist:

Added greenish skybox
Changed ambient to a slightly green color

Fixed visible caulk issues
Reduced ambient light a bit
Did a TON of lighting optimization, increased performance greatly
countless small technical changes (clipping, lighting, item movement), which I wont waste time listing
fixed teleporters so rockets will pass through them
adjusted the tp exit in the YA room so you dont come out too close to the edge
made wepmarker models non-solid, so NEC will stop sliding around :)

Image

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dl: http://www.planetquake.com/stormshadow/storm4dm1.zip

Notes:
This is a release candidate. The next one will almost certainly be final (looking on to other projects :wink: ) so all the feedback you can give will be greatly appreicated. I dont want to release a final, then get some guy pointing shit out :D

The map does not look as good as the previous version, I removed a bunch of lights for performance sake, so some areas rely pretty heavilly on ambient.

Porting this map to q4 wasnt very hard, but the way it was lit and textured was really designed for q3, and some of that didnt carry over well. Im doing a new map for q4 now, which really does look a lot better, and all the textures and lights are utilized properly :)

This map was more of a learning experience with the q4 editor than it was a serious attempt to make a visually stunning map.

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 Post subject:
PostPosted: Wed Nov 30, 2005 12:12 am 
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Rockin! updating server soon as I get home.

edit: updated, lets get in thar! :)

q4.mhgaming.com:28004

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 Post subject:
PostPosted: Wed Nov 30, 2005 2:18 am 
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[color=#aaddff:8ce53f5f2a]Awesome! no more ice skating ;) downloading now.. will post feedback ASAP :)[/color]

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 Post subject:
PostPosted: Wed Nov 30, 2005 2:40 am 
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Excellent! This has the 'finished' look to it.

screenshots here of some nitpicky thingies
http://mhgaming.com/forums/storm4dm1beta2/

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 Post subject:
PostPosted: Wed Nov 30, 2005 5:09 am 
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Just had some games on it -

for the teleport down by the YA, did the tp destination move? it seems moved to the right, closer to the edge...

That double jump to the RA still seems too hard. But again, maybe my skillz just suck and I need to quit whining.

I still manage to get stuck on that ladder right by the RL on the way up.

Anyway, looks real nice. You can sit on a ledge just below the plasma gun, not sure if thats intentional or not.

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PostPosted: Wed Nov 30, 2005 12:59 pm 
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The double jump to the red armor is fine for me. Ya don't want it to be too easy 8) but ya when you come out of the tele your too close to the edge of the bridge.

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 Post subject:
PostPosted: Wed Nov 30, 2005 1:27 pm 
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Thanks for the comments
hex - everything you said is noted, and will be corrected. Ill adjust the TP back a bit to make jumping out of the TP and making the jump a little easier. I could also add a 'push' command to the tp exit, giving you a little extra juice, making the jump easier. I also have a bit more trouble making this jump - maybe because my comp doesnt even meet the minimum system requirements :D I dont want to make it too easy however, its supposed to be a skill divider.

THe TP destination at the YA moved down a bit, it seemed like going through it at the higher level put you too close to the far edge. If there is a prob here, ill try to straighten it out.

Im just going to re-do the entire ladder part where everyone gets stuck. I may just delete the damn thing and make it a j pad. Ive edited it about 10 times now, and STILL get stuck. When you look down in q4, you have no feet, so its tough to see exactly where the problem lies :D

Anyway, thanks guys. Ill give this beta a few more days, and hopefully finish this map up next week.

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